render: SSAO
This commit is contained in:
parent
05a85ac27f
commit
92b0ace7a2
@ -9,6 +9,16 @@ var (
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//go:embed shader/world/shadowmap.vert
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//go:embed shader/world/shadowmap.vert
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WorldShaderShadowmapVert string
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WorldShaderShadowmapVert string
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//go:embed shader/world/ssao.frag
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WorldShaderSSAOFrag string
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//go:embed shader/world/ssao.vert
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WorldShaderSSAOVert string
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//go:embed shader/world/ssao_blur.frag
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WorldShaderSSAOBlurFrag string
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//go:embed shader/world/ssao_blur.vert
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WorldShaderSSAOBlurVert string
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//go:embed shader/world/geometry.frag
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//go:embed shader/world/geometry.frag
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WorldShaderGeometryFrag string
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WorldShaderGeometryFrag string
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//go:embed shader/world/geometry.vert
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//go:embed shader/world/geometry.vert
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@ -4,7 +4,7 @@ uniform sampler2D tex;
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in vec3 fragPosWorld;
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in vec3 fragPosWorld;
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in float fragPosLightspaceZ;
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in float fragPosLightspaceZ;
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in float fragDepthNDC;
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in float fragDepthView;
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in vec2 fragTexCoord;
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in vec2 fragTexCoord;
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in vec3 fragNormal;
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in vec3 fragNormal;
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in float fragLight;
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in float fragLight;
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@ -19,9 +19,9 @@ const float gamma = 2.2;
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void main() {
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void main() {
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outputPosition.xyz = fragPosWorld;
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outputPosition.xyz = fragPosWorld;
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outputPosition.w = fragPosLightspaceZ;
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outputPosition.w = fragDepthView;
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outputNormal.xyz = fragNormal;
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outputNormal.xyz = fragNormal;
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outputNormal.w = fragDepthNDC;
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outputNormal.w = fragPosLightspaceZ;
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outputColor = texture(tex, fragTexCoord);
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outputColor = texture(tex, fragTexCoord);
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outputColor = vec4(pow(outputColor.rgb, vec3(gamma)), outputColor.a);
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outputColor = vec4(pow(outputColor.rgb, vec3(gamma)), outputColor.a);
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}
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}
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@ -14,7 +14,7 @@ layout (location = 3) in float light;
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out vec3 fragPosWorld;
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out vec3 fragPosWorld;
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out float fragPosLightspaceZ;
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out float fragPosLightspaceZ;
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out float fragDepthNDC;
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out float fragDepthView;
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out vec2 fragTexCoord;
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out vec2 fragTexCoord;
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out vec3 fragNormal;
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out vec3 fragNormal;
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out float fragLight;
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out float fragLight;
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@ -25,14 +25,16 @@ void main() {
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fragNormal = normalize(normal);
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fragNormal = normalize(normal);
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fragLight = light;
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fragLight = light;
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gl_Position = projection * view * model * vec4(vert, 1);
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fragDepthNDC = gl_Position.z / gl_Position.w;
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vec4 pos4 = model * vec4(vert, 1);
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vec4 pos4 = model * vec4(vert, 1);
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fragPosWorld = pos4.xyz / pos4.w;
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fragPosWorld = pos4.xyz / pos4.w;
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vec4 fragPosLightspace = lightspace * vec4(fragPosWorld, 1.0f);
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vec4 fragPosLightspace = lightspace * vec4(fragPosWorld, 1.0f);
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fragPosLightspaceZ = fragPosLightspace.z / fragPosLightspace.w *0.5f + 0.5f;
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fragPosLightspaceZ = fragPosLightspace.z / fragPosLightspace.w *0.5f + 0.5f;
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vec4 posView = view * pos4;
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fragDepthView = posView.z;
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gl_Position = projection * posView;
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fragPosWorld -= viewPos;
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fragPosWorld -= viewPos;
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}
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}
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@ -6,6 +6,8 @@ uniform vec3 viewPos;
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uniform vec3 sun;
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uniform vec3 sun;
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uniform vec4 fogColor;
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uniform vec4 fogColor;
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uniform sampler2D ssaoAmbient; // Ambient strength from SSAO pass
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// G-Buffers
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// G-Buffers
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uniform sampler2D gPos;
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uniform sampler2D gPos;
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uniform sampler2D gNorm;
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uniform sampler2D gNorm;
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@ -40,12 +42,12 @@ void loadGBuffer() {
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fragNormal = fragGNormal.xyz;
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fragNormal = fragGNormal.xyz;
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if (fragNormal == vec3(0.0f, 0.0f, 0.0f))
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if (fragNormal == vec3(0.0f, 0.0f, 0.0f))
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discard;
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discard;
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fragPosLightspaceZ = fragGNormal.w;
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gl_FragDepth = fragGNormal.w * 0.5 + 0.5;
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vec4 fragGPos = texture(gPos, fragPosScreen);
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vec4 fragGPos = texture(gPos, fragPosScreen);
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fragPos = vec4(fragGPos.xyz + viewPos, 1.0f);
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fragPos = vec4(fragGPos.xyz + viewPos, 1.0f);
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fragPosLightspaceZ = fragGPos.w;
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fragColor = texture(gColor, fragPosScreen);
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fragColor = texture(gColor, fragPosScreen);
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fragPosLightspace = lightspace * fragPos;
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fragPosLightspace = lightspace * fragPos;
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@ -56,7 +58,7 @@ void main() {
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loadGBuffer();
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loadGBuffer();
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light = ambient;
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light = ambient * texture(ssaoAmbient, fragPosScreen).r;
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lightSun();
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lightSun();
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78
internal/asset/shader/world/ssao.frag
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78
internal/asset/shader/world/ssao.frag
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@ -0,0 +1,78 @@
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#version 330
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#define SSAO_SAMPLE_COUNT 32
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const float radius = 0.5, bias = 0;
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uniform vec3 viewPos;
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uniform mat4 view, projection;
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uniform float time; // current time in seconds, for extra noise
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uniform sampler2D rand;
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uniform vec2 randSize; // in pixels
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// SSAO samples (normalized, in tangent space)
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layout (std140) uniform uboSamples {
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vec3 samples[SSAO_SAMPLE_COUNT];
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};
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// G-Buffers
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uniform sampler2D gPos;
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uniform sampler2D gNorm;
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// Fragment information from G-Buffers
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vec3 fragPos; // World position
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vec3 fragNormal; // World normal
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float fragDepthView;
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in vec2 fragPosScreen;
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layout (location = 0) out float output;
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// A random number generator from the web.
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// https://stackoverflow.com/questions/12964279/whats-the-origin-of-this-glsl-rand-one-liner
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float whatever(vec2 co){
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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void loadGBuffer() {
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vec4 fragGNormal = texture(gNorm, fragPosScreen);
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fragNormal = fragGNormal.xyz;
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if (fragNormal == vec3(0.0f, 0.0f, 0.0f))
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discard;
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vec4 fragGPos = texture(gPos, fragPosScreen);
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fragPos = fragGPos.xyz + viewPos;
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fragDepthView = fragGPos.w;
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gl_FragDepth = fragGPos.w * 0.5 + 0.5;
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}
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void main() {
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loadGBuffer();
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vec4 randval = texture(rand, gl_FragCoord.xy / randSize);
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vec3 tangent = normalize(randval.xyz - fragNormal*dot(randval.xyz, fragNormal));
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vec3 bitangent = cross(fragNormal, tangent);
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mat3 TBN = mat3(tangent, bitangent, fragNormal);
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float occlusion = 0;
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for (int i = 0; i < SSAO_SAMPLE_COUNT; i++) {
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vec3 samplePos = TBN * samples[i];
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samplePos = fragPos + samplePos * radius;
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vec4 viewpos = view * vec4(samplePos, 1.0);
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vec4 ndcpos = projection * viewpos;
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ndcpos.xyz /= ndcpos.w;
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float sampleDepth = texture(gPos, ndcpos.xy*0.5 + 0.5).w;
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float rangeCheck = smoothstep(0.0, 1.0, radius / abs(fragDepthView - sampleDepth));
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occlusion += (sampleDepth >= viewpos.z/viewpos.w + bias ? 1.0 : 0.0) * rangeCheck;
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}
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output = 1.0 - (occlusion / SSAO_SAMPLE_COUNT);
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}
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12
internal/asset/shader/world/ssao.vert
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12
internal/asset/shader/world/ssao.vert
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@ -0,0 +1,12 @@
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#version 330
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layout (location = 0) in vec2 vert;
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layout (location = 1) in vec2 texCoord;
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out vec2 fragPosScreen;
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void main() {
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gl_Position = vec4(vert, 0.0f, 1);
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fragPosScreen = texCoord;
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}
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20
internal/asset/shader/world/ssao_blur.frag
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internal/asset/shader/world/ssao_blur.frag
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#version 330
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uniform sampler2D input;
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uniform vec2 screenSize;
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in vec2 fragPosScreen;
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layout (location = 0) out float output;
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void main() {
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output = 0;
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for (int i = -3; i <= 3; i++)
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for (int j = -3; j <= 3; j++)
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output += texture(input, fragPosScreen + vec2(i, j) / screenSize).r;
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output /= 49.0;
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}
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12
internal/asset/shader/world/ssao_blur.vert
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internal/asset/shader/world/ssao_blur.vert
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#version 330
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layout (location = 0) in vec2 vert;
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layout (location = 1) in vec2 texCoord;
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out vec2 fragPosScreen;
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void main() {
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gl_Position = vec4(vert, 0.0f, 1);
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fragPosScreen = texCoord;
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}
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@ -1,8 +1,14 @@
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package render
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package render
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import (
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import (
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"errors"
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"math/rand"
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"time"
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"unsafe"
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"edgaru089.ml/go/gl01/internal/asset"
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"edgaru089.ml/go/gl01/internal/asset"
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"edgaru089.ml/go/gl01/internal/io"
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"edgaru089.ml/go/gl01/internal/io"
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"edgaru089.ml/go/gl01/internal/util"
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"edgaru089.ml/go/gl01/internal/util/itype"
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"edgaru089.ml/go/gl01/internal/util/itype"
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"edgaru089.ml/go/gl01/internal/world"
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"edgaru089.ml/go/gl01/internal/world"
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"github.com/go-gl/gl/all-core/gl"
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"github.com/go-gl/gl/all-core/gl"
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@ -10,14 +16,22 @@ import (
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"github.com/inkyblackness/imgui-go/v4"
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"github.com/inkyblackness/imgui-go/v4"
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)
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)
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const (
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SSAOSampleCount = 32 // Number of samples in the SSAO pass. Must stay the same with ssao.frag
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)
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var (
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var (
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ShadowmapSize = itype.Vec2i{6144, 6144} // Size of the shadow mapping
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ShadowmapSize = itype.Vec2i{6144, 6144} // Size of the shadow mapping
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RandomSize = itype.Vec2i{32, 32} // Size of the random mapping
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)
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)
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// WorldRenderer holds texture/shader resource and viewport
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// WorldRenderer holds texture/shader resource and viewport
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// information for world rendering.
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// information for world rendering.
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type WorldRenderer struct {
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type WorldRenderer struct {
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lastDisplaySize itype.Vec2i
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lastDisplaySize itype.Vec2i
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startTime time.Time
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texRand uint32 // random texture mapping, RGBA8 (0~1)
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// Depth mapping pass
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// Depth mapping pass
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depthmap struct {
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depthmap struct {
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@ -29,12 +43,27 @@ type WorldRenderer struct {
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gbuffer struct {
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gbuffer struct {
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fbo uint32 // The Framebuffer object.
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fbo uint32 // The Framebuffer object.
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// Textures. Position/Lightspace Depth; Normal/Depth; Diffuse Color/Specular Intensity.
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// Textures. Position/Depth(View Space); Normal/Lightspace Depth; Diffuse Color/Specular Intensity.
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pos, norm, color uint32
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pos, norm, color uint32
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depth uint32
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depth uint32 // Depth renderbuffer.
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shader *Shader // Geometry pass shaders.
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shader *Shader // Geometry pass shaders.
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}
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}
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// Screen-Space Ambient Occlusion (SSAO) pass
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ssao struct {
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fbo uint32 // Framebuffer
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ambient uint32 // Ambient strength output texture [0,1] (Red channel)
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uboSamples uint32 // Uniform Buffer Object pointing to the array of samples
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shader *Shader // SSAO pass shader
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// SSAO blur pass
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blur struct {
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fbo uint32
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output uint32
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shader *Shader
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}
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}
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// Deferred lighting pass
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// Deferred lighting pass
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lighting struct {
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lighting struct {
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shader *Shader // Deferred lighting pass shaders
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shader *Shader // Deferred lighting pass shaders
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@ -47,7 +76,7 @@ type WorldRenderer struct {
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// Output pass
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// Output pass
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output struct {
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output struct {
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fbo uint32 // Output framebuffer object.
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fbo uint32 // Output framebuffer object, rendering to the output texture.
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tex uint32 // Output texture, rendered to the back buffer at the end.
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tex uint32 // Output texture, rendered to the back buffer at the end.
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//depth uint32 // Output depth renderbuffer, use gbuffer.depth
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//depth uint32 // Output depth renderbuffer, use gbuffer.depth
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shader *Shader // Shader used to copy output.tex to back buffer.
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shader *Shader // Shader used to copy output.tex to back buffer.
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@ -64,23 +93,31 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
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r.depthmap.shader, err = NewShader(asset.WorldShaderShadowmapVert, asset.WorldShaderShadowmapFrag)
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r.depthmap.shader, err = NewShader(asset.WorldShaderShadowmapVert, asset.WorldShaderShadowmapFrag)
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if err != nil {
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if err != nil {
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return err
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return errors.New("depthmap: " + err.Error())
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}
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}
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r.gbuffer.shader, err = NewShader(asset.WorldShaderGeometryVert, asset.WorldShaderGeometryFrag)
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r.gbuffer.shader, err = NewShader(asset.WorldShaderGeometryVert, asset.WorldShaderGeometryFrag)
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if err != nil {
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if err != nil {
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return err
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return errors.New("gbuffer: " + err.Error())
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}
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r.ssao.shader, err = NewShader(asset.WorldShaderSSAOVert, asset.WorldShaderSSAOFrag)
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if err != nil {
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return errors.New("ssao: " + err.Error())
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}
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r.ssao.blur.shader, err = NewShader(asset.WorldShaderSSAOBlurVert, asset.WorldShaderSSAOBlurFrag)
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if err != nil {
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return errors.New("ssao_blur: " + err.Error())
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}
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}
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r.lighting.shader, err = NewShader(asset.WorldShaderLightingVert, asset.WorldShaderLightingFrag)
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r.lighting.shader, err = NewShader(asset.WorldShaderLightingVert, asset.WorldShaderLightingFrag)
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if err != nil {
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if err != nil {
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return err
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return errors.New("lighting: " + err.Error())
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}
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}
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r.water.shader, err = NewShader(asset.WorldShaderWaterVert, asset.WorldShaderWaterFrag)
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r.water.shader, err = NewShader(asset.WorldShaderWaterVert, asset.WorldShaderWaterFrag)
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if err != nil {
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if err != nil {
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return err
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return errors.New("water: " + err.Error())
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}
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}
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r.output.shader, err = NewShader(asset.WorldShaderOutputVert, asset.WorldShaderOutputFrag)
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r.output.shader, err = NewShader(asset.WorldShaderOutputVert, asset.WorldShaderOutputFrag)
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if err != nil {
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if err != nil {
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return err
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return errors.New("output: " + err.Error())
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}
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}
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asset.InitWorldTextureAtlas()
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asset.InitWorldTextureAtlas()
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@ -97,6 +134,23 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
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gl.BindFragDataLocation(r.water.shader.Handle(), 0, gl.Str("outputColor\x00"))
|
gl.BindFragDataLocation(r.water.shader.Handle(), 0, gl.Str("outputColor\x00"))
|
||||||
gl.BindFragDataLocation(r.output.shader.Handle(), 0, gl.Str("outputColor\x00"))
|
gl.BindFragDataLocation(r.output.shader.Handle(), 0, gl.Str("outputColor\x00"))
|
||||||
|
|
||||||
|
// generate random mapping
|
||||||
|
{
|
||||||
|
data := make([]uint32, RandomSize[0]*RandomSize[1])
|
||||||
|
for i := range data {
|
||||||
|
data[i] = rand.Uint32()
|
||||||
|
}
|
||||||
|
gl.GenTextures(1, &r.texRand)
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, r.texRand)
|
||||||
|
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(RandomSize[0]), int32(RandomSize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, util.Ptr(data))
|
||||||
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
|
||||||
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||||
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
|
||||||
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
|
||||||
|
}
|
||||||
|
r.ssao.shader.SetUniformTextureHandle("rand", r.texRand)
|
||||||
|
r.ssao.shader.SetUniformVec2f("randSize", RandomSize.ToFloat32())
|
||||||
|
|
||||||
// generate the depthmap and depthmap FBO
|
// generate the depthmap and depthmap FBO
|
||||||
gl.GenFramebuffers(1, &r.depthmap.fbo)
|
gl.GenFramebuffers(1, &r.depthmap.fbo)
|
||||||
gl.GenTextures(1, &r.depthmap.tex)
|
gl.GenTextures(1, &r.depthmap.tex)
|
||||||
@ -126,6 +180,10 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
|
|||||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA32F, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.FLOAT, nil)
|
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA32F, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.FLOAT, nil)
|
||||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||||
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER)
|
||||||
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER)
|
||||||
|
borderColor = []float32{1, 1, 1, 1}
|
||||||
|
gl.TexParameterfv(gl.TEXTURE_2D, gl.TEXTURE_BORDER_COLOR, &borderColor[0])
|
||||||
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, r.gbuffer.pos, 0)
|
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, r.gbuffer.pos, 0)
|
||||||
// normal
|
// normal
|
||||||
gl.GenTextures(1, &r.gbuffer.norm)
|
gl.GenTextures(1, &r.gbuffer.norm)
|
||||||
@ -153,6 +211,48 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
|
|||||||
r.lighting.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos)
|
r.lighting.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos)
|
||||||
r.lighting.shader.SetUniformTextureHandle("gNorm", r.gbuffer.norm)
|
r.lighting.shader.SetUniformTextureHandle("gNorm", r.gbuffer.norm)
|
||||||
r.lighting.shader.SetUniformTextureHandle("gColor", r.gbuffer.color)
|
r.lighting.shader.SetUniformTextureHandle("gColor", r.gbuffer.color)
|
||||||
|
r.ssao.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos)
|
||||||
|
r.ssao.shader.SetUniformTextureHandle("gNorm", r.gbuffer.norm)
|
||||||
|
|
||||||
|
// generate SSAO friends
|
||||||
|
gl.GenFramebuffers(1, &r.ssao.fbo)
|
||||||
|
gl.BindFramebuffer(gl.FRAMEBUFFER, r.ssao.fbo)
|
||||||
|
// ambient strength texture
|
||||||
|
gl.GenTextures(1, &r.ssao.ambient)
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, r.ssao.ambient)
|
||||||
|
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RED, gl.UNSIGNED_BYTE, nil)
|
||||||
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||||
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||||
|
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, r.ssao.ambient, 0)
|
||||||
|
r.ssao.blur.shader.SetUniformTextureHandle("input", r.ssao.ambient)
|
||||||
|
// uniform buffer object for samples
|
||||||
|
ssaoSamples := make([]itype.Vec4f, SSAOSampleCount)
|
||||||
|
for i := range ssaoSamples {
|
||||||
|
sample := itype.Vec3d{rand.Float64()*2 - 1, rand.Float64()*2 - 1, rand.Float64() + 0.05}
|
||||||
|
sample = sample.Normalize().Multiply(rand.Float64()).Multiply(rand.Float64())
|
||||||
|
ssaoSamples[i] = itype.Vec4f{
|
||||||
|
float32(sample[0]),
|
||||||
|
float32(sample[1]),
|
||||||
|
float32(sample[2]),
|
||||||
|
0,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
gl.GenBuffers(1, &r.ssao.uboSamples)
|
||||||
|
gl.BindBuffer(gl.UNIFORM_BUFFER, r.ssao.uboSamples)
|
||||||
|
gl.BufferData(gl.UNIFORM_BUFFER, int(unsafe.Sizeof(float32(0))*4*SSAOSampleCount), util.Ptr(ssaoSamples), gl.STATIC_DRAW)
|
||||||
|
// bind UBO (onto binding 0 for now)
|
||||||
|
gl.BindBufferBase(gl.UNIFORM_BUFFER, 0, r.ssao.uboSamples)
|
||||||
|
gl.UniformBlockBinding(r.ssao.shader.Handle(), gl.GetUniformBlockIndex(r.ssao.shader.Handle(), gl.Str("uboSamples\x00")), 0)
|
||||||
|
// SSAO blur pass
|
||||||
|
gl.GenFramebuffers(1, &r.ssao.blur.fbo)
|
||||||
|
gl.BindFramebuffer(gl.FRAMEBUFFER, r.ssao.blur.fbo)
|
||||||
|
gl.GenTextures(1, &r.ssao.blur.output)
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, r.ssao.blur.output)
|
||||||
|
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RED, gl.UNSIGNED_BYTE, nil)
|
||||||
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||||
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||||
|
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, r.ssao.blur.output, 0)
|
||||||
|
r.lighting.shader.SetUniformTextureHandle("ssaoAmbient", r.ssao.blur.output)
|
||||||
|
|
||||||
// generate the output texture and friends
|
// generate the output texture and friends
|
||||||
gl.GenFramebuffers(1, &r.output.fbo)
|
gl.GenFramebuffers(1, &r.output.fbo)
|
||||||
@ -171,6 +271,7 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
|
|||||||
|
|
||||||
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
|
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
|
||||||
r.lastDisplaySize = io.DisplaySize
|
r.lastDisplaySize = io.DisplaySize
|
||||||
|
r.startTime = time.Now()
|
||||||
|
|
||||||
initScreenQuad()
|
initScreenQuad()
|
||||||
|
|
||||||
@ -191,15 +292,19 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
|
|||||||
|
|
||||||
// re-generate the G-buffers if the display size changed
|
// re-generate the G-buffers if the display size changed
|
||||||
if r.lastDisplaySize != io.DisplaySize {
|
if r.lastDisplaySize != io.DisplaySize {
|
||||||
gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.pos)
|
gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.pos) // G-Buffer, Position
|
||||||
|
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA32F, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.FLOAT, nil)
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.norm) // G-Buffer, Normal
|
||||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.FLOAT, nil)
|
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.FLOAT, nil)
|
||||||
gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.norm)
|
gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.color) // G-Buffer, Albedo Color
|
||||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.FLOAT, nil)
|
|
||||||
gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.color)
|
|
||||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
|
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
|
||||||
gl.BindRenderbuffer(gl.RENDERBUFFER, r.gbuffer.depth)
|
gl.BindRenderbuffer(gl.RENDERBUFFER, r.gbuffer.depth) // G-Buffer, Depth (Renderbuffer)
|
||||||
gl.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]))
|
gl.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]))
|
||||||
gl.BindTexture(gl.TEXTURE_2D, r.output.tex)
|
gl.BindTexture(gl.TEXTURE_2D, r.ssao.ambient) // SSAO Output Ambient Strength
|
||||||
|
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RED, gl.UNSIGNED_BYTE, nil)
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, r.ssao.blur.output) // SSAO Blurred Output
|
||||||
|
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RED, gl.UNSIGNED_BYTE, nil)
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, r.output.tex) // Output Texture
|
||||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
|
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
|
||||||
r.lastDisplaySize = io.DisplaySize
|
r.lastDisplaySize = io.DisplaySize
|
||||||
}
|
}
|
||||||
@ -250,7 +355,29 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
|
|||||||
|
|
||||||
world.Render()
|
world.Render()
|
||||||
|
|
||||||
// 3. Render the actual output with deferred lighting
|
// 3/1. SSAO pass
|
||||||
|
gl.BindFramebuffer(gl.FRAMEBUFFER, r.ssao.fbo)
|
||||||
|
gl.ClearColor(1, 1, 1, 1)
|
||||||
|
gl.Clear(gl.COLOR_BUFFER_BIT)
|
||||||
|
|
||||||
|
r.ssao.shader.UseProgram()
|
||||||
|
r.ssao.shader.BindTextures()
|
||||||
|
r.ssao.shader.SetUniformMat4("view", view.View())
|
||||||
|
r.ssao.shader.SetUniformMat4("projection", view.Perspective())
|
||||||
|
r.ssao.shader.SetUniformVec3f("viewPos", view.EyePos)
|
||||||
|
r.ssao.shader.SetUniformFloat("time", float32(time.Since(r.startTime).Seconds()))
|
||||||
|
|
||||||
|
DrawScreenQuad()
|
||||||
|
|
||||||
|
// 3/2. SSAO blur pass (TODO)
|
||||||
|
gl.BindFramebuffer(gl.FRAMEBUFFER, r.ssao.blur.fbo)
|
||||||
|
r.ssao.blur.shader.UseProgram()
|
||||||
|
r.ssao.blur.shader.BindTextures()
|
||||||
|
r.ssao.blur.shader.SetUniformVec2f("screenSize", r.lastDisplaySize.ToFloat32())
|
||||||
|
|
||||||
|
DrawScreenQuad()
|
||||||
|
|
||||||
|
// 4. Render the actual output with deferred lighting
|
||||||
gl.BindFramebuffer(gl.FRAMEBUFFER, r.output.fbo)
|
gl.BindFramebuffer(gl.FRAMEBUFFER, r.output.fbo)
|
||||||
gl.ClearColor(io.ClearColor[0], io.ClearColor[1], io.ClearColor[2], io.ClearColor[3])
|
gl.ClearColor(io.ClearColor[0], io.ClearColor[1], io.ClearColor[2], io.ClearColor[3])
|
||||||
gl.Clear(gl.COLOR_BUFFER_BIT)
|
gl.Clear(gl.COLOR_BUFFER_BIT)
|
||||||
@ -264,7 +391,7 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
|
|||||||
|
|
||||||
DrawScreenQuad()
|
DrawScreenQuad()
|
||||||
|
|
||||||
// 4. Render water
|
// 5. Render water
|
||||||
gl.Enable(gl.DEPTH_TEST)
|
gl.Enable(gl.DEPTH_TEST)
|
||||||
gl.DepthFunc(gl.LESS)
|
gl.DepthFunc(gl.LESS)
|
||||||
gl.Enable(gl.CULL_FACE)
|
gl.Enable(gl.CULL_FACE)
|
||||||
|
Loading…
Reference in New Issue
Block a user